
//**************************************************************************
//**
//** am_map.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: am_map.c,v $
//** $Revision: 1.22 $
//** $Date: 96/01/06 18:37:23 $
//** $Author: bgokey $
//**
//**************************************************************************

#include "h2def.h"
#include "p_local.h"
#include "am_map.h"
#include "am_data.h"
#include <stdio.h>

/* for GL
#include "ogl_def.h"
#define MTOFX(x) FixedMul((x),scale_mtof)
#define CXMTOFX(x)  ((f_x<<16) + MTOFX((x)-m_x))
#define CYMTOFX(y)  ((f_y<<16) + ((f_h<<16) - MTOFX((y)-m_y)))
static int maplumpnum;
*/

#define NUMALIAS 3 // Number of antialiased lines.

int cheating = 0;
static int grid = 0;

//extern int use_gl;

static int leveljuststarted = 1; // kluge until AM_LevelInit() is called

boolean    automapactive = false;
static int finit_width = SCREENWIDTH;
static int finit_height = SCREENHEIGHT-SBARHEIGHT-3;
static int f_x, f_y; // location of window on screen
static int f_w, f_h; // size of window on screen
static int lightlev; // used for funky strobing effect
static byte *fb; // pseudo-frame buffer
static int amclock;

static mpoint_t m_paninc; // how far the window pans each tic (map coords)
static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)

static fixed_t m_x, m_y;   // LL x,y where the window is on the map (map coords)
static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)

// width/height of window on map (map coords)
static fixed_t m_w, m_h;
static fixed_t min_x, min_y; // based on level size
static fixed_t max_x, max_y; // based on level size
static fixed_t max_w, max_h; // max_x-min_x, max_y-min_y
static fixed_t min_w, min_h; // based on player size
static fixed_t min_scale_mtof; // used to tell when to stop zooming out
static fixed_t max_scale_mtof; // used to tell when to stop zooming in

// old stuff for recovery later
static fixed_t old_m_w, old_m_h;
static fixed_t old_m_x, old_m_y;

// old location used by the Follower routine
static mpoint_t f_oldloc;

// used by MTOF to scale from map-to-frame-buffer coords
static fixed_t scale_mtof = INITSCALEMTOF;
// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
static fixed_t scale_ftom;

static player_t *plr; // the player represented by an arrow
static vertex_t oldplr;

//static patch_t *marknums[10]; // numbers used for marking by the automap
//static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
//static int markpointnum = 0; // next point to be assigned

static int followplayer = 1; // specifies whether to follow the player around

static char cheat_kills[] = { 'k', 'i', 'l', 'l', 's' };
static boolean ShowKills = 0;
static unsigned ShowKillsCount = 0;

extern boolean viewactive;

static byte antialias[NUMALIAS][8]=
{
	{ 83, 84, 85, 86, 87, 88, 89, 90 },
	{ 96, 96, 95, 94, 93, 92, 91, 90 },
	{ 107, 108, 109, 110, 111, 112, 89, 90 }
};

/*
static byte *aliasmax[NUMALIAS] = {
	&antialias[0][7], &antialias[1][7], &antialias[2][7]
};*/

/* for GL
static byte *maplump;
*/

static byte *maplump; // pointer to the raw data for the automap background.
static short mapystart=0; // y-value for the start of the map bitmap...used in
										//the parallax stuff.
static short mapxstart=0; //x-value for the bitmap.

//void V_MarkRect (int x, int y, int width, int height);

// Functions

void DrawWuLine(int X0, int Y0, int X1, int Y1, byte *BaseColor,
	int NumLevels, unsigned short IntensityBits);

void AM_DrawDeathmatchStats(void);
static void DrawWorldTimer(void);

// Calculates the slope and slope according to the x-axis of a line
// segment in map coordinates (with the upright y-axis n' all) so
// that it can be used with the brain-dead drawing stuff.

// Ripped out for Heretic
/*
void AM_getIslope(mline_t *ml, islope_t *is)
{
  int dx, dy;

  dy = ml->a.y - ml->b.y;
  dx = ml->b.x - ml->a.x;
  if (!dy) is->islp = (dx<0?-MAXINT:MAXINT);
  else is->islp = FixedDiv(dx, dy);
  if (!dx) is->slp = (dy<0?-MAXINT:MAXINT);
  else is->slp = FixedDiv(dy, dx);
}
*/

void AM_activateNewScale(void)
{
  m_x += m_w/2;
  m_y += m_h/2;
  m_w = FTOM(f_w);
  m_h = FTOM(f_h);
  m_x -= m_w/2;
  m_y -= m_h/2;
  m_x2 = m_x + m_w;
  m_y2 = m_y + m_h;
}

void AM_saveScaleAndLoc(void)
{
  old_m_x = m_x;
  old_m_y = m_y;
  old_m_w = m_w;
  old_m_h = m_h;
}

void AM_restoreScaleAndLoc(void)
{

  m_w = old_m_w;
  m_h = old_m_h;
  if (!followplayer)
  {
    m_x = old_m_x;
    m_y = old_m_y;
  } else {
    m_x = plr->mo->x - m_w/2;
    m_y = plr->mo->y - m_h/2;
  }
  m_x2 = m_x + m_w;
  m_y2 = m_y + m_h;

  // Change the scaling multipliers
  scale_mtof = FixedDiv(f_w<<FRACBITS, m_w);
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
}

// adds a marker at the current location

/*
void AM_addMark(void)
{
  markpoints[markpointnum].x = m_x + m_w/2;
  markpoints[markpointnum].y = m_y + m_h/2;
  markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;

}
*/
void AM_findMinMaxBoundaries(void)
{
  int i;
  fixed_t a, b;

  min_x = min_y = MAXINT;
  max_x = max_y = -MAXINT;
  for (i=0;i<numvertexes;i++)
  {
    if (vertexes[i].x < min_x) min_x = vertexes[i].x;
    else if (vertexes[i].x > max_x) max_x = vertexes[i].x;
    if (vertexes[i].y < min_y) min_y = vertexes[i].y;
    else if (vertexes[i].y > max_y) max_y = vertexes[i].y;
  }
  max_w = max_x - min_x;
  max_h = max_y - min_y;
  min_w = 2*PLAYERRADIUS;
  min_h = 2*PLAYERRADIUS;

  a = FixedDiv(f_w<<FRACBITS, max_w);
  b = FixedDiv(f_h<<FRACBITS, max_h);
  min_scale_mtof = a < b ? a : b;

  max_scale_mtof = FixedDiv(f_h<<FRACBITS, 2*PLAYERRADIUS);

}

void AM_changeWindowLoc(void)
{
  if (m_paninc.x || m_paninc.y)
  {
    followplayer = 0;
    f_oldloc.x = MAXINT;
  }

  m_x += m_paninc.x;
  m_y += m_paninc.y;

  if (m_x + m_w/2 > max_x)
  {
  		m_x = max_x - m_w/2;
		m_paninc.x=0;
  }
  else if (m_x + m_w/2 < min_x)
  {
  		m_x = min_x - m_w/2;
		m_paninc.x=0;
  }
  if (m_y + m_h/2 > max_y)
  {
  		m_y = max_y - m_h/2;
		m_paninc.y=0;
  }
  else if (m_y + m_h/2 < min_y)
  {
  		m_y = min_y - m_h/2;
		m_paninc.y=0;
  }
/*
  mapxstart += MTOF(m_paninc.x+FRACUNIT/2);
  mapystart -= MTOF(m_paninc.y+FRACUNIT/2);
  if(mapxstart >= finit_width)
		mapxstart -= finit_width;
  if(mapxstart < 0)
		mapxstart += finit_width;
  if(mapystart >= finit_height)
		mapystart -= finit_height;
  if(mapystart < 0)
		mapystart += finit_height;
*/
  m_x2 = m_x + m_w;
  m_y2 = m_y + m_h;
}

void AM_initVariables(void)
{
  int pnum;
	thinker_t *think;
	mobj_t *mo;

  //static event_t st_notify = { ev_keyup, AM_MSGENTERED };

  automapactive = true;
  fb = screen;

  f_oldloc.x = MAXINT;
  amclock = 0;
  lightlev = 0;

  m_paninc.x = m_paninc.y = 0;
  ftom_zoommul = FRACUNIT;
  mtof_zoommul = FRACUNIT;

  m_w = FTOM(f_w);
  m_h = FTOM(f_h);

  // find player to center on initially
  if (!playeringame[pnum = consoleplayer])
    for (pnum=0;pnum<MAXPLAYERS;pnum++) if (playeringame[pnum]) break;
  plr = &players[pnum];
  oldplr.x = plr->mo->x;
  oldplr.y = plr->mo->y;
  m_x = plr->mo->x - m_w/2;
  m_y = plr->mo->y - m_h/2;
  AM_changeWindowLoc();

  // for saving & restoring
  old_m_x = m_x;
  old_m_y = m_y;
  old_m_w = m_w;
  old_m_h = m_h;

	// load in the location of keys, if in baby mode

//	memset(KeyPoints, 0, sizeof(vertex_t)*3);
	if(gameskill == sk_baby)
	{
		for(think = thinkercap.next; think != &thinkercap; think = think->next)
		{
			if(think->function != P_MobjThinker)
			{ //not a mobj
				continue;
			}
			mo = (mobj_t *)think;
		}
	}

  // inform the status bar of the change
//c  ST_Responder(&st_notify);
}

void AM_loadPics(void)
{
 /*for GL
   if (use_gl) 
   maplumpnum = W_GetNumForName("AUTOPAGE");
  else*/
   maplump = W_CacheLumpName("AUTOPAGE", PU_STATIC);
}


/*
void AM_clearMarks(void)
{
  int i;
  for (i=0;i<AM_NUMMARKPOINTS;i++) markpoints[i].x = -1; // means empty
  markpointnum = 0;
}
*/

// should be called at the start of every level
// right now, i figure it out myself

void AM_LevelInit(void)
{
  leveljuststarted = 0;

  f_x = f_y = 0;
  f_w = finit_width;
  f_h = finit_height;
	mapxstart = mapystart = 0;


//  AM_clearMarks();

  AM_findMinMaxBoundaries();
  scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7*FRACUNIT));
  if (scale_mtof > max_scale_mtof) scale_mtof = min_scale_mtof;
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
}

static boolean stopped = true;

void AM_Stop (void)
{
  //static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED };

//  AM_unloadPics();
  automapactive = false;
//  ST_Responder(&st_notify);
  stopped = true;
	BorderNeedRefresh = true;
}

void AM_Start (void)
{
  static int lastlevel = -1, lastepisode = -1;

  if (!stopped) AM_Stop();
  stopped = false;
  if(gamestate != GS_LEVEL)
  {
		return; // don't show automap if we aren't in a game!
  }
  if (lastlevel != gamemap || lastepisode != gameepisode)
  {
    AM_LevelInit();
    lastlevel = gamemap;
    lastepisode = gameepisode;
  }
  AM_initVariables();
  AM_loadPics();
}

// set the window scale to the maximum size

void AM_minOutWindowScale(void)
{
  scale_mtof = min_scale_mtof;
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
  AM_activateNewScale();
}

// set the window scale to the minimum size

void AM_maxOutWindowScale(void)
{
  scale_mtof = max_scale_mtof;
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
  AM_activateNewScale();
}

boolean AM_Responder (event_t *ev)
{
	int rc;
	static int cheatstate=0;
	static int bigstate=0;
	
	rc = false;
	if (!automapactive)
	{
		if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY
			&& gamestate == GS_LEVEL)
		{
			AM_Start ();
			SB_state = -1;
			viewactive = false;
			rc = true;
		}
	}
	else if (ev->type == ev_keydown)
	{
		rc = true;
		switch(ev->data1)
		{
			case AM_PANRIGHTKEY: // pan right
				if (!followplayer) m_paninc.x = FTOM(F_PANINC);
				else rc = false;
				break;
			case AM_PANLEFTKEY: // pan left
				if (!followplayer) m_paninc.x = -FTOM(F_PANINC);
				else rc = false;
				break;
			case AM_PANUPKEY: // pan up
				if (!followplayer) m_paninc.y = FTOM(F_PANINC);
				else rc = false;
				break;
			case AM_PANDOWNKEY: // pan down
				if (!followplayer) m_paninc.y =-FTOM(F_PANINC);
				else rc = false;
				break;
			case AM_ZOOMOUTKEY: // zoom out
				mtof_zoommul = M_ZOOMOUT;
				ftom_zoommul = M_ZOOMIN;
				break;
			case AM_ZOOMINKEY: // zoom in
				mtof_zoommul = M_ZOOMIN;
				ftom_zoommul = M_ZOOMOUT;
				break;
			case AM_ENDKEY:
				bigstate = 0;
				viewactive = true;
				AM_Stop ();
				SB_state = -1;
				break;
			case AM_GOBIGKEY:
				bigstate = !bigstate;
				if (bigstate)
				{
					AM_saveScaleAndLoc();
					AM_minOutWindowScale();
				}
				else AM_restoreScaleAndLoc();
				break;
			case AM_FOLLOWKEY:
				followplayer = !followplayer;
				f_oldloc.x = MAXINT;
				P_SetMessage(plr, 
					followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF, true);
				break;
			default:
				cheatstate=0;
				rc = false;
		}

		if(cheat_kills[ShowKillsCount] == ev->data1 && netgame && deathmatch)
		{
			ShowKillsCount++;
			if(ShowKillsCount == 5)
			{
				ShowKillsCount = 0;
				rc = false;
				ShowKills ^= 1;
			}
		}
		else
		{
			ShowKillsCount = 0;
		}
	}
	else if (ev->type == ev_keyup)
	{
		rc = false;
		switch (ev->data1)
		{
			case AM_PANRIGHTKEY:
				if (!followplayer) m_paninc.x = 0;
				break;
			case AM_PANLEFTKEY:
				if (!followplayer) m_paninc.x = 0;
				break;
			case AM_PANUPKEY:
				if (!followplayer) m_paninc.y = 0;
				break;
			case AM_PANDOWNKEY:
				if (!followplayer) m_paninc.y = 0;
				break;
			case AM_ZOOMOUTKEY:
			case AM_ZOOMINKEY:
				mtof_zoommul = FRACUNIT;
				ftom_zoommul = FRACUNIT;
				break;
		}
	}
	return rc;
}

void AM_changeWindowScale(void)
{

  // Change the scaling multipliers
  scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);

  if (scale_mtof < min_scale_mtof) AM_minOutWindowScale();
  else if (scale_mtof > max_scale_mtof) AM_maxOutWindowScale();
  else AM_activateNewScale();
}

void AM_doFollowPlayer(void)
{
  if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
  {
//  m_x = FTOM(MTOF(plr->mo->x - m_w/2));
//  m_y = FTOM(MTOF(plr->mo->y - m_h/2));
//  m_x = plr->mo->x - m_w/2;
//  m_y = plr->mo->y - m_h/2;
    m_x = FTOM(MTOF(plr->mo->x)) - m_w/2;
    m_y = FTOM(MTOF(plr->mo->y)) - m_h/2;
    m_x2 = m_x + m_w;
    m_y2 = m_y + m_h;

  	 // do the parallax parchment scrolling.
/*
	 dmapx = (MTOF(plr->mo->x)-MTOF(f_oldloc.x)); //fixed point
	 dmapy = (MTOF(f_oldloc.y)-MTOF(plr->mo->y));

	 if(f_oldloc.x == MAXINT) //to eliminate an error when the user first
		dmapx=0;  //goes into the automap.
	 mapxstart += dmapx;
	 mapystart += dmapy;

  	 while(mapxstart >= finit_width)
			mapxstart -= finit_width;
    while(mapxstart < 0)
			mapxstart += finit_width;
    while(mapystart >= finit_height)
			mapystart -= finit_height;
    while(mapystart < 0)
			mapystart += finit_height;
*/
	 f_oldloc.x = plr->mo->x;
    f_oldloc.y = plr->mo->y;
  }
}

// Ripped out for Heretic
/*
void AM_updateLightLev(void)
{
  static nexttic = 0;
//static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 };
  static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 };
  static int litelevelscnt = 0;

  // Change light level
  if (amclock>nexttic)
  {
    lightlev = litelevels[litelevelscnt++];
    if (litelevelscnt == sizeof(litelevels)/sizeof(int)) litelevelscnt = 0;
    nexttic = amclock + 6 - (amclock % 6);
  }
}
*/

void AM_Ticker (void)
{

  if (!automapactive) return;

  amclock++;

  if (followplayer) AM_doFollowPlayer();

  // Change the zoom if necessary
  if (ftom_zoommul != FRACUNIT) AM_changeWindowScale();

  // Change x,y location
  if (m_paninc.x || m_paninc.y) AM_changeWindowLoc();
  // Update light level
// AM_updateLightLev();

}

void AM_clearFB(int color)
{
	int i, j;
	int dmapx;
	int dmapy;
	float scaler;
	int lump;
	
	if(followplayer)
	{
		dmapx = (MTOF(plr->mo->x)-MTOF(oldplr.x)); //fixed point
		dmapy = (MTOF(oldplr.y)-MTOF(plr->mo->y));

		oldplr.x = plr->mo->x;
		oldplr.y = plr->mo->y;
//		if(f_oldloc.x == MAXINT) //to eliminate an error when the user first
//			dmapx=0;  //goes into the automap.
		mapxstart += dmapx>>1;
		mapystart += dmapy>>1;

	  	while(mapxstart >= finit_width)
			mapxstart -= finit_width;
	   while(mapxstart < 0)
			mapxstart += finit_width;
	   while(mapystart >= finit_height)
			mapystart -= finit_height;
	   while(mapystart < 0)
			mapystart += finit_height;
	}
	else
	{
		mapxstart += (MTOF(m_paninc.x)>>1);
		mapystart -= (MTOF(m_paninc.y)>>1);
		if(mapxstart >= finit_width)
			mapxstart -= finit_width;
		if(mapxstart < 0)
			mapxstart += finit_width;
		if(mapystart >= finit_height)
		mapystart -= finit_height;
		if(mapystart < 0)
		mapystart += finit_height;
	}
#if 0
// for GL
	if (use_gl) {
	    OGL_SetColorAndAlpha(1, 1, 1, 1);
 
	    OGL_SetFlat(W_GetNumForName("F_022")-firstflat);
	    scaler = sbarscale/20.0;
	    OGL_DrawCutRectTiled(0, finit_height+4, 320, 200-finit_height-4, 64, 64,
    		160-160*scaler+1, finit_height, 320*scaler-2, 200-finit_height);
 
	    OGL_SetPatch(lump=W_GetNumForName("bordb"));
	    OGL_DrawCutRectTiled(0, finit_height, 320, 4,
    		lumptexsizes[lump].w, lumptexsizes[lump].h,
    		160-160*scaler+1, finit_height, 320*scaler-2, 4);
 
	    OGL_SetRawImage(maplumpnum, 0); // We only want the left portion.
	    OGL_DrawRectTiled( 0, 0, finit_width,
                       /*(sbarscale<20)?200:*/ finit_height,
		128, 128);
	
	}
	else 
	{
#else
	//blit the automap background to the screen.
	j=mapystart*finit_width;
	for(i = 0; i < SCREENHEIGHT-SBARHEIGHT; i++)
	{
		memcpy(screen+i*finit_width, maplump+j+mapxstart, 	
			finit_width-mapxstart);
		memcpy(screen+i*finit_width+finit_width-mapxstart, maplump+j, 
			mapxstart);
		j += finit_width;
		if(j >= finit_height*finit_width)
			j=0;
	}
/*    } for GL*/
//	 memcpy(screen, maplump, finit_width*finit_height);
//  memset(fb, color, f_w*f_h);
#endif
}

// Based on Cohen-Sutherland clipping algorithm but with a slightly
// faster reject and precalculated slopes.  If I need the speed, will
// hash algorithm to the common cases.

boolean AM_clipMline(mline_t *ml, fline_t *fl)
{
  enum { LEFT=1, RIGHT=2, BOTTOM=4, TOP=8 };
  register int outcode1 = 0, outcode2 = 0, outside;
  fpoint_t tmp;
  int dx, dy;

#define DOOUTCODE(oc, mx, my) \
  (oc) = 0; \
  if ((my) < 0) (oc) |= TOP; \
  else if ((my) >= f_h) (oc) |= BOTTOM; \
  if ((mx) < 0) (oc) |= LEFT; \
  else if ((mx) >= f_w) (oc) |= RIGHT

  // do trivial rejects and outcodes
  if (ml->a.y > m_y2) outcode1 = TOP;
  else if (ml->a.y < m_y) outcode1 = BOTTOM;
  if (ml->b.y > m_y2) outcode2 = TOP;
  else if (ml->b.y < m_y) outcode2 = BOTTOM;
  if (outcode1 & outcode2) return false; // trivially outside

  if (ml->a.x < m_x) outcode1 |= LEFT;
  else if (ml->a.x > m_x2) outcode1 |= RIGHT;
  if (ml->b.x < m_x) outcode2 |= LEFT;
  else if (ml->b.x > m_x2) outcode2 |= RIGHT;
  if (outcode1 & outcode2) return false; // trivially outside

  // transform to frame-buffer coordinates.
  fl->a.x = CXMTOF(ml->a.x);
  fl->a.y = CYMTOF(ml->a.y);
  fl->b.x = CXMTOF(ml->b.x);
  fl->b.y = CYMTOF(ml->b.y);
  DOOUTCODE(outcode1, fl->a.x, fl->a.y);
  DOOUTCODE(outcode2, fl->b.x, fl->b.y);
  if (outcode1 & outcode2) return false;

  while (outcode1 | outcode2)
  {
    // may be partially inside box
    // find an outside point
    if (outcode1) outside = outcode1;
    else outside = outcode2;
    // clip to each side
    if (outside & TOP)
    {
      dy = fl->a.y - fl->b.y;
      dx = fl->b.x - fl->a.x;
      tmp.x = fl->a.x + (dx*(fl->a.y))/dy;
      tmp.y = 0;
    }
    else if (outside & BOTTOM)
    {
      dy = fl->a.y - fl->b.y;
      dx = fl->b.x - fl->a.x;
      tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy;
      tmp.y = f_h-1;
    }
    else if (outside & RIGHT)
    {
      dy = fl->b.y - fl->a.y;
      dx = fl->b.x - fl->a.x;
      tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx;
      tmp.x = f_w-1;
    }
    else if (outside & LEFT)
    {
      dy = fl->b.y - fl->a.y;
      dx = fl->b.x - fl->a.x;
      tmp.y = fl->a.y + (dy*(-fl->a.x))/dx;
      tmp.x = 0;
    }
    if (outside == outcode1)
    {
      fl->a = tmp;
      DOOUTCODE(outcode1, fl->a.x, fl->a.y);
    } else {
      fl->b = tmp;
      DOOUTCODE(outcode2, fl->b.x, fl->b.y);
    }
    if (outcode1 & outcode2) return false; // trivially outside
  }

  return true;
}
#undef DOOUTCODE

// Classic Bresenham w/ whatever optimizations I need for speed

void AM_drawFline(fline_t *fl, int color)
{
	register int x, y, dx, dy, sx, sy, ax, ay, d;
	//static fuck = 0;

	switch(color)
	{
		case WALLCOLORS:
			DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
				&antialias[0][0], 8, 3);
			break;
		case FDWALLCOLORS:
			DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
				&antialias[1][0], 8, 3);
			break;
		case CDWALLCOLORS:
			DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
				&antialias[2][0], 8, 3);
			break;
		default:
  		{
				// For debugging only
  				if (   fl->a.x < 0 || fl->a.x >= f_w
      				|| fl->a.y < 0 || fl->a.y >= f_h
      				|| fl->b.x < 0 || fl->b.x >= f_w
      				|| fl->b.y < 0 || fl->b.y >= f_h)
  				{
    				//fprintf(stderr, "fuck %d \r", fuck++);
    				return;
  				}

  				#define DOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc) //the MACRO!

  				dx = fl->b.x - fl->a.x;
  				ax = 2 * (dx<0 ? -dx : dx);
  				sx = dx<0 ? -1 : 1;

  				dy = fl->b.y - fl->a.y;
  				ay = 2 * (dy<0 ? -dy : dy);
  				sy = dy<0 ? -1 : 1;

  				x = fl->a.x;
  				y = fl->a.y;

  				if (ax > ay)
  				{
    				d = ay - ax/2;
    				while (1)
    				{
      				DOT(x,y,color);
      				if (x == fl->b.x) return;
      				if (d>=0)
      				{
					y += sy;
					d -= ax;
      				}
      				x += sx;
      				d += ay;
    				}
  				} else {
    				d = ax - ay/2;
    				while (1)
    				{
      				DOT(x, y, color);
      				if (y == fl->b.y) return;
      				if (d >= 0)
      				{
					x += sx;
					d -= ay;
      				}
      				y += sy;
      				d += ax;
    				}
  				}
  		}
  }
}

/* Wu antialiased line drawer.
 * (X0,Y0),(X1,Y1) = line to draw
 * BaseColor = color # of first color in block used for antialiasing, the
 *          100% intensity version of the drawing color
 * NumLevels = size of color block, with BaseColor+NumLevels-1 being the
 *          0% intensity version of the drawing color
 * IntensityBits = log base 2 of NumLevels; the # of bits used to describe
 *          the intensity of the drawing color. 2**IntensityBits==NumLevels
 */
void PUTDOT(short xx,short yy,byte *cc, byte *cm)
{
	static int oldyy;
	static int oldyyshifted;
	byte *oldcc=cc;

	if(xx < 32)
		cc += 7-(xx>>2);
	else if(xx > (finit_width - 32))
		cc += 7-((finit_width-xx) >> 2);
//	if(cc==oldcc) //make sure that we don't double fade the corners.
//	{
		if(yy < 32)
			cc += 7-(yy>>2);
		else if(yy > (finit_height - 32))
			cc += 7-((finit_height-yy) >> 2);
//	}
	if(cc > cm && cm != NULL)
	{
		cc = cm;
	}
	else if(cc > oldcc+6) // don't let the color escape from the fade table...
	{
		cc=oldcc+6;
	}
	if(yy == oldyy+1)
	{
		oldyy++;
		oldyyshifted += 320;
	}
	else if(yy == oldyy-1)
	{
		oldyy--;
		oldyyshifted -= 320;
	}
	else if(yy != oldyy)
	{
		oldyy = yy;
		oldyyshifted = yy*320;
	}
	fb[oldyyshifted+xx] = *(cc);
// 	fb[(yy)*f_w+(xx)]=*(cc);
}

void DrawWuLine(int X0, int Y0, int X1, int Y1, byte *BaseColor,
	int NumLevels, unsigned short IntensityBits)
{
   unsigned short IntensityShift, ErrorAdj, ErrorAcc;
   unsigned short ErrorAccTemp, Weighting, WeightingComplementMask;
   short DeltaX, DeltaY, Temp, XDir;

   /* Make sure the line runs top to bottom */
   if (Y0 > Y1) {
      Temp = Y0; Y0 = Y1; Y1 = Temp;
      Temp = X0; X0 = X1; X1 = Temp;
   }
   /* Draw the initial pixel, which is always exactly intersected by
      the line and so needs no weighting */
   PUTDOT(X0, Y0, &BaseColor[0], NULL);

   if ((DeltaX = X1 - X0) >= 0) {
      XDir = 1;
   } else {
      XDir = -1;
      DeltaX = -DeltaX; /* make DeltaX positive */
   }
   /* Special-case horizontal, vertical, and diagonal lines, which
      require no weighting because they go right through the center of
      every pixel */
   if ((DeltaY = Y1 - Y0) == 0) {
      /* Horizontal line */
      while (DeltaX-- != 0) {
         X0 += XDir;
         PUTDOT(X0, Y0, &BaseColor[0], NULL);
      }
      return;
   }
   if (DeltaX == 0) {
      /* Vertical line */
      do {
         Y0++;
         PUTDOT(X0, Y0, &BaseColor[0], NULL);
      } while (--DeltaY != 0);
      return;
   }
	//diagonal line.
	if (DeltaX == DeltaY) {
      do {
         X0 += XDir;
         Y0++;
         PUTDOT(X0, Y0, &BaseColor[0], NULL);
      } while (--DeltaY != 0);
      return;
   }
   /* Line is not horizontal, diagonal, or vertical */
   ErrorAcc = 0;  /* initialize the line error accumulator to 0 */
   /* # of bits by which to shift ErrorAcc to get intensity level */
   IntensityShift = 16 - IntensityBits;
   /* Mask used to flip all bits in an intensity weighting, producing the
      result (1 - intensity weighting) */
   WeightingComplementMask = NumLevels - 1;
   /* Is this an X-major or Y-major line? */
   if (DeltaY > DeltaX) {
      /* Y-major line; calculate 16-bit fixed-point fractional part of a
         pixel that X advances each time Y advances 1 pixel, truncating the
         result so that we won't overrun the endpoint along the X axis */
      ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY;
      /* Draw all pixels other than the first and last */
      while (--DeltaY) {
         ErrorAccTemp = ErrorAcc;   /* remember currrent accumulated error */
         ErrorAcc += ErrorAdj;      /* calculate error for next pixel */
         if (ErrorAcc <= ErrorAccTemp) {
            /* The error accumulator turned over, so advance the X coord */
            X0 += XDir;
         }
         Y0++; /* Y-major, so always advance Y */
         /* The IntensityBits most significant bits of ErrorAcc give us the
            intensity weighting for this pixel, and the complement of the
            weighting for the paired pixel */
         Weighting = ErrorAcc >> IntensityShift;
			PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
         PUTDOT(X0 + XDir, Y0,
               &BaseColor[(Weighting ^ WeightingComplementMask)], &BaseColor[7]);
      }
      /* Draw the final pixel, which is always exactly intersected by the line
         and so needs no weighting */
      PUTDOT(X1, Y1, &BaseColor[0], NULL);
      return;
   }
   /* It's an X-major line; calculate 16-bit fixed-point fractional part of a
      pixel that Y advances each time X advances 1 pixel, truncating the
      result to avoid overrunning the endpoint along the X axis */
   ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX;
   /* Draw all pixels other than the first and last */
   while (--DeltaX) {
      ErrorAccTemp = ErrorAcc;   /* remember currrent accumulated error */
      ErrorAcc += ErrorAdj;      /* calculate error for next pixel */
      if (ErrorAcc <= ErrorAccTemp) {
         /* The error accumulator turned over, so advance the Y coord */
         Y0++;
      }
      X0 += XDir; /* X-major, so always advance X */
      /* The IntensityBits most significant bits of ErrorAcc give us the
         intensity weighting for this pixel, and the complement of the
         weighting for the paired pixel */
      Weighting = ErrorAcc >> IntensityShift;
      PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
      PUTDOT(X0, Y0 + 1,
      		&BaseColor[(Weighting ^ WeightingComplementMask)], &BaseColor[7]);

   }
   /* Draw the final pixel, which is always exactly intersected by the line
      and so needs no weighting */
   PUTDOT(X1, Y1, &BaseColor[0], NULL);
}

void AM_drawMline(mline_t *ml, int color)
{
/* if (use_gl) { for GL
 byte *palette = W_CacheLumpName("playpal", PU_CACHE);
 byte r = palette[color*3], g = palette[color*3+1], b = palette[color*3+2];
 
 OGL_DrawLine( FIX2FLT(CXMTOFX(ml->a.x)), FIX2FLT(CYMTOFX(ml->a.y))/1.2,
                  FIX2FLT(CXMTOFX(ml->b.x)), FIX2FLT(CYMTOFX(ml->b.y))/1.2,
                  r/255.0, g/255.0, b/255.0, 1 );
 }
 else 
 {*/
 static fline_t fl;

  if (AM_clipMline(ml, &fl))
    AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
// }
}

void AM_drawGrid(int color)
{
  fixed_t x, y;
  fixed_t start, end;
  mline_t ml;

  // Figure out start of vertical gridlines
  start = m_x;
  if ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS))
    start += (MAPBLOCKUNITS<<FRACBITS)
      - ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS));
  end = m_x + m_w;

  // draw vertical gridlines
  ml.a.y = m_y;
  ml.b.y = m_y+m_h;
  for (x=start; x<end; x+=(MAPBLOCKUNITS<<FRACBITS))
  {
    ml.a.x = x;
    ml.b.x = x;
    AM_drawMline(&ml, color);
  }

  // Figure out start of horizontal gridlines
  start = m_y;
  if ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS))
    start += (MAPBLOCKUNITS<<FRACBITS)
      - ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS));
  end = m_y + m_h;

  // draw horizontal gridlines
  ml.a.x = m_x;
  ml.b.x = m_x + m_w;
  for (y=start; y<end; y+=(MAPBLOCKUNITS<<FRACBITS))
  {
    ml.a.y = y;
    ml.b.y = y;
    AM_drawMline(&ml, color);
  }
}

void AM_drawWalls(void)
{
  int i;
  static mline_t l;

/*  if (use_gl) { for GL
    //OGL_SetNoTexture();
    glDisable( GL_TEXTURE_2D );

    glLineWidth(2.5); 
    glBegin(GL_LINES);  // We'll draw pretty much all of them.
    for(i=0;i<numlines;i++)
    {
        if (cheating || (lines[i].flags & ML_MAPPED))
        {
            if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
                continue;
            if (!lines[i].backsector)
            {
                OGL_SetColor(WALLCOLORS);
            }
            else
            {
                if (lines[i].flags & ML_SECRET) // secret door
                {
                    if (cheating) //AM_drawMline(&l, 0);
                        OGL_SetColor(0);
                    else
                        OGL_SetColor(WALLCOLORS);
                }
                else if(lines[i].special == 13 || lines[i].special == 83)
                { // Locked door line -- all locked doors are greed
                    OGL_SetColor(GREENKEY);
                }
                else if(lines[i].special == 70 || lines[i].special == 71)
                { // intra-level teleports are blue
                    OGL_SetColor(BLUEKEY);
                }
                else if(lines[i].special == 74 || lines[i].special == 75)
                { // inter-level teleport/game-winning exit -- both are red
                    OGL_SetColor(BLOODRED);
                }
                else if (lines[i].backsector->floorheight
                    != lines[i].frontsector->floorheight)
                {
                    // floor level change
                    OGL_SetColor(FDWALLCOLORS);
                }
                else if (lines[i].backsector->ceilingheight
                    != lines[i].frontsector->ceilingheight)
                {
                    // ceiling level change
                    OGL_SetColor(CDWALLCOLORS);
                }
                else if (cheating)
                {
                    OGL_SetColor(TSWALLCOLORS);
                }
                else continue;
            }
        }
        else if (plr->powers[pw_allmap])
        {
            if (!(lines[i].flags & LINE_NEVERSEE))
                OGL_SetColor(GRAYS+3);
            else
                continue;
        }
        else continue;

        // Draw the line. 1.2 is the to-square aspect corrector.
        glVertex2f( FIX2FLT(CXMTOFX(lines[i].v1->x)),
                    FIX2FLT(CYMTOFX(lines[i].v1->y))/1.2);
        glVertex2f( FIX2FLT(CXMTOFX(lines[i].v2->x)),
                    FIX2FLT(CYMTOFX(lines[i].v2->y))/1.2);
    }
    glEnd();
    glLineWidth(1.0);
    glEnable( GL_TEXTURE_2D );

  }
  else 
  {*/
  
  for (i=0;i<numlines;i++)
  {
    l.a.x = lines[i].v1->x;
    l.a.y = lines[i].v1->y;
    l.b.x = lines[i].v2->x;
    l.b.y = lines[i].v2->y;
    if (cheating || (lines[i].flags & ML_MAPPED))
    {
      if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
			continue;
      if (!lines[i].backsector)
      {
        AM_drawMline(&l, WALLCOLORS+lightlev);
      } else {
	if (lines[i].flags & ML_SECRET) // secret door
	{
	  if (cheating) AM_drawMline(&l, 0);
	  else AM_drawMline(&l, WALLCOLORS+lightlev);
	}
	else if(lines[i].special == 13 || lines[i].special == 83)
	{ // Locked door line -- all locked doors are greed
		AM_drawMline(&l, GREENKEY);
	}
	else if(lines[i].special == 70 || lines[i].special == 71)
	{ // intra-level teleports are blue
		AM_drawMline(&l, BLUEKEY);
	}
	else if(lines[i].special == 74 || lines[i].special == 75)
	{ // inter-level teleport/game-winning exit -- both are red
		AM_drawMline(&l, BLOODRED);
	}
	else if (lines[i].backsector->floorheight
		   != lines[i].frontsector->floorheight) {
	  AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change
	} else if (lines[i].backsector->ceilingheight
		   != lines[i].frontsector->ceilingheight) {
	  AM_drawMline(&l, CDWALLCOLORS+lightlev); // ceiling level change
	} else if (cheating) {
	  AM_drawMline(&l, TSWALLCOLORS+lightlev);
	}
      }
    } else if (plr->powers[pw_allmap])
    {
      if (!(lines[i].flags & LINE_NEVERSEE)) AM_drawMline(&l, GRAYS+3);
    }
  }
//  }
}

void AM_rotate(fixed_t *x, fixed_t *y, angle_t a)
{
  fixed_t tmpx;

  tmpx = FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT])
       - FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]);
  *y   = FixedMul(*x,finesine[a>>ANGLETOFINESHIFT])
       + FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]);
  *x = tmpx;
}

void AM_drawLineCharacter(mline_t *lineguy, int lineguylines, fixed_t scale,
  angle_t angle, int color, fixed_t x, fixed_t y)
{
  int i;
  mline_t l;

  for (i=0;i<lineguylines;i++)
  {
    l.a.x = lineguy[i].a.x;
    l.a.y = lineguy[i].a.y;
    if (scale)
    {
      l.a.x = FixedMul(scale, l.a.x);
      l.a.y = FixedMul(scale, l.a.y);
    }
    if (angle) AM_rotate(&l.a.x, &l.a.y, angle);
    l.a.x += x;
    l.a.y += y;

    l.b.x = lineguy[i].b.x;
    l.b.y = lineguy[i].b.y;
    if (scale)
    {
      l.b.x = FixedMul(scale, l.b.x);
      l.b.y = FixedMul(scale, l.b.y);
    }
    if (angle) AM_rotate(&l.b.x, &l.b.y, angle);
    l.b.x += x;
    l.b.y += y;

    AM_drawMline(&l, color);
  }
}

void AM_drawPlayers(void)
{
	int i;
	player_t *p;
	static int their_colors[] =
	{
		AM_PLR1_COLOR,
		AM_PLR2_COLOR,
		AM_PLR3_COLOR,
		AM_PLR4_COLOR,
		AM_PLR5_COLOR,
		AM_PLR6_COLOR,
		AM_PLR7_COLOR,
		AM_PLR8_COLOR
	};
	int their_color = -1;
	int color;

	if(!netgame)
	{
		AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle,
			WHITE, plr->mo->x, plr->mo->y);
		return;
	}

	for(i = 0; i < MAXPLAYERS; i++)
	{
		their_color++;
		p = &players[i];
		if(deathmatch && !singledemo && p != plr)
		{
			continue;
		}
		if (!playeringame[i]) continue;
		color = their_colors[their_color];
		AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle,
								color, p->mo->x, p->mo->y);
	}
}

void AM_drawThings(int colors, int colorrange)
{
  int i;
  mobj_t *t;

  for (i=0;i<numsectors;i++)
  {
    t = sectors[i].thinglist;
    while (t)
    {
      AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
				16<<FRACBITS, t->angle, colors+lightlev, t->x, t->y);
      t = t->snext;
    }
  }
}

/*
void AM_drawMarks(void)
{
  int i, fx, fy, w, h;

  for (i=0;i<AM_NUMMARKPOINTS;i++)
  {
    if (markpoints[i].x != -1)
    {
      w = SHORT(marknums[i]->width);
      h = SHORT(marknums[i]->height);
      fx = CXMTOF(markpoints[i].x);
      fy = CYMTOF(markpoints[i].y);
      if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h)
  			V_DrawPatch(fx, fy, marknums[i]);
    }
  }
}
*/
/*
void AM_drawkeys(void)
{
	if(KeyPoints[0].x != 0 || KeyPoints[0].y != 0)
	{
		AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, YELLOWKEY,
			KeyPoints[0].x, KeyPoints[0].y);
	}
	if(KeyPoints[1].x != 0 || KeyPoints[1].y != 0)
	{
		AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, GREENKEY,
			KeyPoints[1].x, KeyPoints[1].y);
	}
	if(KeyPoints[2].x != 0 || KeyPoints[2].y != 0)
	{
		AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, BLUEKEY,
			KeyPoints[2].x, KeyPoints[2].y);
	}
}
*/

/*
void AM_drawCrosshair(int color)
{
  fb[(f_w*(f_h+1))/2] = color; // single point for now
}
*/

#if 0 
// for GL
void AM_OGL_SetupState()
{
    float ys = screenHeight/200.0;
 
    // Let's set up a scissor box to clip the map lines and stuff.
    glPushAttrib(GL_SCISSOR_BIT);
    glScissor(0, screenHeight-finit_height*ys, screenWidth, finit_height*ys);
    glEnable(GL_SCISSOR_TEST);
}
 
void AM_OGL_RestoreState()
{
    glPopAttrib();
}                                                                               
#endif

void AM_Drawer (void)
{
  if (!automapactive) return;

  UpdateState |= I_FULLSCRN;

#if 0
    // Update the height (in case sbarscale has been changed).
  if (use_gl)
    finit_height = SCREENHEIGHT-SBARHEIGHT*sbarscale/20; /*-3*/
#endif

  AM_clearFB(BACKGROUND);

#if 0
  if (use_gl)      
    AM_OGL_SetupState();
#endif

  if (grid) AM_drawGrid(GRIDCOLORS);
  AM_drawWalls();
  AM_drawPlayers();
	DrawWorldTimer();

  if (cheating==2) AM_drawThings(THINGCOLORS, THINGRANGE);

//  AM_drawCrosshair(XHAIRCOLORS);
//  AM_drawMarks();
//	if(gameskill == sk_baby) AM_drawkeys();

#if 0
   if (use_gl)
    AM_OGL_RestoreState();
#endif


	MN_DrTextA(P_GetMapName(gamemap), 38, 144);
	if(ShowKills && netgame && deathmatch)
	{
		AM_DrawDeathmatchStats();
	}
//  I_Update();
//  V_MarkRect(f_x, f_y, f_w, f_h);

}

//===========================================================================
//
// AM_DrawDeathmatchStats
//
//===========================================================================

// 8-player note:  Proper player color names here, too

char *PlayerColorText[MAXPLAYERS] =
{
	"BLUE:",
	"RED:",
	"YELLOW:",
	"GREEN:",
//	"JADE:",
//	"WHITE:",
//	"HAZEL:",
//	"PURPLE:"
};

void AM_DrawDeathmatchStats(void)
{
	int i, j, k, m;
	int fragCount[MAXPLAYERS];
	int order[MAXPLAYERS];
	char textBuffer[80];
	int yPosition;

	for(i = 0; i < MAXPLAYERS; i++)
	{
		fragCount[i] = 0;
		order[i] = -1;
	}
	for(i = 0; i < MAXPLAYERS; i++)
	{
		if(!playeringame[i])
		{
			continue;
		}
		else
		{
			for(j = 0; j < MAXPLAYERS; j++)
			{
				if(playeringame[j])
				{
					fragCount[i] += players[i].frags[j];
				}
			}
			for(k = 0; k < MAXPLAYERS; k++)
			{
				if(order[k] == -1)
				{
					order[k] = i;
					break;
				}
				else if(fragCount[i] > fragCount[order[k]])
				{
					for(m = MAXPLAYERS-1; m > k; m--)
					{
						 order[m] = order[m-1];
					}
					order[k] = i;
					break;
				}
			}
		}
	}
	yPosition = 15;
	for(i = 0; i < MAXPLAYERS; i++)
	{
		if(!playeringame[order[i]])
		{
			continue;
		}
		else
		{
			MN_DrTextA(PlayerColorText[order[i]], 8, yPosition);
			sprintf(textBuffer, "%d", fragCount[order[i]]);
			MN_DrTextA(textBuffer, 80, yPosition);
			yPosition += 10;
		}
	}
}

//===========================================================================
//
// DrawWorldTimer
//
//===========================================================================

static void DrawWorldTimer(void)
{
	int days;
	int hours;
	int minutes;
	int seconds;
	int worldTimer;
	char timeBuffer[15];
	char dayBuffer[20];

	worldTimer = players[consoleplayer].worldTimer;

	worldTimer /= 35;
	days = worldTimer/86400;
	worldTimer -= days*86400;
	hours = worldTimer/3600;
	worldTimer -= hours*3600;
	minutes = worldTimer/60;
	worldTimer -= minutes*60;
	seconds = worldTimer;

	sprintf(timeBuffer, "%.2d : %.2d : %.2d", hours, minutes,seconds);
	MN_DrTextA(timeBuffer, 240, 8);

	if (days)
	{
		if (days==1)
		{
			sprintf(dayBuffer, "%.2d DAY", days);
		}
		else
		{
			sprintf(dayBuffer, "%.2d DAYS", days);
		}
		MN_DrTextA(dayBuffer, 240, 20);
		if (days >= 5)
		{
			MN_DrTextA("YOU FREAK!!!", 230, 35);
		}
	}
}
